Thats pretty sick but why are there not collisions on those ships, The ships went right through each other No explosions and also Im pretty sure the pathfinding code doesn't take into account the postions of the other ships and it didn't seem to update the pathfinding after another ship stayed still in the middle of the path.

Thats true, I could add ship collision but I am sure it'd bother the more ships exist.
It will actually be a turn-based player vs player (or with 3 or 4 players) game, destroy the other players ships or collect
money by docking on islands and buy new ships.I want to keep it simple, but also a bit tricky.

Thats true, I could add ship collision but I am sure it'd bother the more ships exist.
It will actually be a turn-based player vs player (or with 3 or 4 players) game, destroy the other players ships or collect
money by docking on islands and buy new ships.I want to keep it simple, but also a bit tricky.

Thats true, I could add ship collision but I am sure it'd bother the more ships exist.
It will actually be a turn-based player vs player (or with 3 or 4 players) game, destroy the other players ships or collect
money by docking on islands and buy new ships.I want to keep it simple, but also a bit tricky.

I gave my keyboard a literal bath today. First I cleaned it with canned air and some Clorox Bleach-free wipes, and that did a p. good job, but it wasn't enough. So I disassembled it, took the top half and washed it down like a dirty pet that played in the mud.

It was pretty rewarding. Now I'm going to vacuum my room before getting back to working on a VSP I've been writing for a while.

I can't disclose much, but to present a hybrid of web dev and programming, a while back I noticed an "exploitable" bug with Chromium inside of Source-based games.

The web panel we use for things like MOTDs in games like CS:S, DoD:S, and TF2 has an issue with rendering text input. That is, the background of this element is never actually read like the rest of the elements in the DOM. When the panel's RGBA is read and moved into a texture, you arrive with a texture which has an alpha of 0 in the text rendered areas.

my first try on randomly generated worlds (works in ff, chrome & opera):
created with perlin noise and is layer separated. (try to change the value of the input field [ff has no input=range :(])

another one is a tile based game(works in ff, chrome & opera), you can walk around and lift (space) objects, like the crates or green grass. Tried to implement some sort of light, but wasn't satisfied with the result.

I gave my keyboard a literal bath today. First I cleaned it with canned air and some Clorox Bleach-free wipes, and that did a p. good job, but it wasn't enough. So I disassembled it, took the top half and washed it down like a dirty pet that played in the mud.

Mine is some £8 logitech keyboard. When it gets overly unhygienic I just buy a new one.

Either don't compile developer features into end-user builds, or just deal with end-users figuring out how to use the developer features. A lot of games don't really care if they leave in the developer features, leading to "cheats".

Except that I'm making a multiplayer game and even though I might not care about users using developer features, other users will surely do.

I'll see if it's possible to not to compile certain parts of the code at all though.

Apparently posting videos without description is no good, so:
I created a GUI system in C++, managed to get font rentering with OpenGL 3.3 up and running,
wrote some object oriented socket wrappers and to test all this (along with a nice login/chat transition)
I created a simple chat. Libraries used are GLSL and freetype (which could need some hinting at small font sizes, anybody got tips?).
"localhost" as IP makes it look for a server, if it doesn't find one in half a second it creates its own.
So pretty simple to create your own chat room. Needs port forwarding though if you want other people to join you, I might look into UPNP.
On destruction the GUI element which contains both login and chat seems to delete its children twice, that's why it crashes when closing.

I was annoyed by Jail Base's annoying yet easy-to-remove watermarks and wanted to see how hard it would be to remove them automatically.

Before/After
I'm very satisfied, especially since this works without any human intervention at all. Now if I wasn't lazy I'd make a web service and a script to automatically replace every jail base hotlink with the fixed image.

I was annoyed by Jail Base's annoying yet easy-to-remove watermarks and wanted to see how hard it would be to remove them automatically.

Before/After
I'm very satisfied, especially since this works without any human intervention at all. Now if I wasn't lazy I'd make a web service and a script to automatically replace every jail base hotlink with the fixed image.

I've always wondered about removing watermarks, good job. One small issue, your removal algorithm seems to extend past the end of the image and onto the text below, leading to some artefacts.

So, I've done some programming in Matlab (for uni stuff mostly), but seeing as it's awful for just messing about with, and I've actually really enjoyed programming, I've now started learning C. I've had a rather decent book on it for a while anyway, just never got round to reading it. Not very far on, but far enough to have been able to horribly butcher together some example C++ code from various places in visual C++ express to quickly make a program that prints fullstops to the command line while a button on the xbox 360 controller is pressed

So yeah, while this reeeaaally doesn't look like much (especially compared to what's normally posted in this thread), it's still a success to me!

Wouldn't that just mean the vanilla client can't cheat but any other custom client could? Surely cheating should be allowed only if the server allows it.

I'm doing a non-authorative networking on this one but I'm planning to set some basic checks in play. So theoretically, players can cheat but the player hosting the game will do checks occasionally if what players are doing is impossible or not.

I'm doing a non-authorative networking on this one but I'm planning to set some basic checks in play. So theoretically, players can cheat but the player hosting the game will do checks occasionally if what players are doing is impossible or not.

Why would you want that ? I should be allowed to cheat in a game I host that I'm playing with friends.

My only complaint is they try to sail into an island (trying to go in a straight line to destination), but if the ships were real they'd see the island ahead of them and chart around. It'd be neat if ships far-off from the target headed in a straight line and then navigate around an island (as it is now), but if there is an island close to you you just start by charting around the island instead of running into it first.

I find the hardest part of building a nice animation system like that is coming to terms with the fact I am really not an animator. That and finding animators who can really make a system like that shine is really hard!

So I'm releasing my android game tonight at midnight, UK time. I'm going to make a GGD thread for it, and link it here too.
Hopefully I'll get a few sales and I'll actually have my first commercial game out. :)
Maybe even turn a profit :P